Thank you so much for trying it out!🥜🎃
OldDewS
Creator of
Recent community posts
You did an outstanding job with the character animations and game feel!
Not only is the game great, but you also added a large library of resources for anyone who’d like to try their hand qt game development. I’m glad to see myself there and to have helped you on achieving this great achievement!
Keep up the good work! 🥜
Thanks a lot for the great assets! I used one of the cute dinos in a Godot tutorial: https://www.youtube.com/watch?v=EaVRT_YbmWY
I love the feedback! Thanks!
Regarding the art, wooh, let's just say that I found out the hard way why Solitaire generally has vertical instead of horizontal cards. Only later, after I finished all the assets for the cards I have realized that they definitely don't fit in there. After redoing everything twice, I've had enough and I just went with the pixelated scaled down version of my original assets. You can actually see how the original assets looked like on the itch page and in the yet to come trailer for the game.
Thank you so much for the feedback!
I don't think there's a right or wrong way of playing the game. If you won I think you deserve the praise for that achievement! Sometimes you are able to avoid the vampire and the priest, but other times there's a chance that one or even both might be activated at the beginning of the game and you'll have to adapt.
However, your idea of having the possibility to not randomly affect cards is an interesting concept. Thanks for the idea! We'll explore it.
The reason for which we chose to have them active when in their lairs, was to make it so that the player has to make a choice: either keep the special cards deactivated or take a risk and keep them active, with the benefit that you have extra neutral zones. Your idea with the target rows, though, would make for a very for a very interesting mechanic.
Lots of thanks again! Really cool!
This was a lovely game. I liked the aesthetic of it a lot and the music was such a banger. It feels SO great to finish a level, to see everything bloom and to hear. Some criticism I have for the game is: if you move diagonally you consume the same amount of water as moving straight. At first it felt a bit like an exploit, but I noticed later on that it was intentional, as some levels couldn't be completed without doing that. The whole diagonal movement is actually a very nice mechanic, making you feel smart for using it.
For example, the execution for the 'vine' elements which appear in later levels (the lines with one pixel to the left or to the right which allow only diagonal movement through them) is wonderful. However, especially for the level that introduces them, I would make the movement area a little smaller. I found myself restarting a few times, trying to uncover some mystical mechanic if I filled the space before the vine, when actually, what I was supposed to do was to simply go through it. If the level had been tighter I would've found that much easier. While trying to wiggle around that level I found that you could go back underground from where you start from. That could also be a cute mechanic, to have a bunch of open soil spots through which you could go.
The last thing I felt like it could be improved was the difficulty. This might be unexpected, but I'd make the game easier. Having just a bit more water so you can go faster through the level without worrying too much about perfect pixel precision would be great and would probably eliminate the need for a slow mode. The game feels great when you can be fast.
Thanks a lot for making this game. That was quite a long review, but despite some criticism I had, I actually enjoyed it quite a lot and I'd love to see it bigger and better!
I tried to add every person who helped in the credits. I worked on the art and some programming, while danysdani worked fully on programming. The sounds were creative commons assets and we also had some help from the nice people in the community who helped us squash a bug with which we've been struggling.
If you want o see the credits you can find them in the main menu.
Thanks a lot for the kind words!
It is true that the game is intended to be on the harder side, similarly to how there is no undo button and soft locks in games like Shenzen I/O Solitaire.
However, I can see how you could get in a position that would seem unfair, especially once things get out of control. We have some improvements in mind which we'll put them on a timeline after the game jam is over.
Thanks a lot for the feedback! It is highly appreciated.